task 2 analysis dead space 3

4
Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title Dead Space 3 https://www.youtube.com/watch?v=nUgrIBqFHY4 start 3:45 stop 9:00 Provide detailed descriptions from chosen examples of sounds that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting Windy and snowy – We know this because of the gusts of wind that can be heard and the crunch of footsteps in the snow. Trying to communicate with someone through a phone or futuristic communicator (we know this because of bleeping). The sound of a futuristic piece of technology moves in the beginning. The snowy crunch of the footsteps could be made through field recording or Foley artistry. This production technique may also be Foley Artistry, This is a possibility as it does sound “fake” and not as realistic as real as walking through the snow naturally. They probably wanted a less natural sound to put emphasis on this part of the cut scene. The reason for using Foley artistry is because it would simply be easier to make it rather than Field recordings. For some of these soundtrack

Upload: mike-hughes

Post on 07-Aug-2015

24 views

Category:

Design


2 download

TRANSCRIPT

Page 1: Task 2 analysis dead space 3

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer Games

Game Title Dead Space 3https://www.youtube.com/watch?v=nUgrIBqFHY4start 3:45 stop 9:00

Provide detailed descriptions from chosen examples of sounds that establish…

Clearly state what production technique(s) you think have been used to create specific soundtrack elements

Setting Windy and snowy – We know this because of the gusts of wind that can be heard and the crunch of footsteps in the snow. Trying to communicate with someone through a phone or futuristic communicator (we know this because of bleeping). The sound of a futuristic piece of technology moves in the beginning.

The snowy crunch of the footsteps could be made through field recording or Foley artistry. This production technique may also be Foley Artistry, This is a possibility as it does sound “fake” and not as realistic as real as walking through the snow naturally. They probably wanted a less natural sound to put emphasis on this part of the cut scene. The reason for using Foley artistry is because it would simply be easier to make it rather than Field recordings. For some of these soundtrack elements within the game I think they might use MIDI hardware for the sound of the bleeping on the communicator or communication device. However they also could have been made through Foley artistry.

Mood Intense “they don’t know what they’re looking for” this shows us that the game is definitely an action game and perhaps there is some sort of threat or intelligence the soldiers need to find. The gunfire also shows us that there is potential of someone dying in the game, as well as the shouting from soldiers too, these parts of the cut scene at the dramatic tension and intensity.

The speech was made through voice acting with some editing to each of the voices. There would have been more than 1 voice actor and men speaking, as well as different pitch of voice for each of the characters. The shouting could have

Page 2: Task 2 analysis dead space 3

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer Games

been edited although it isn’t likely; they may have just made the actors shout and really emphasis their role. The gunfire would have been made through either foley artistry or perhaps field recordings of actual guns. I think it was foley artistry because they don’t sound link many standard guns.

Game genre Action or first person because we can hear soldiers giving orders and trying to communicate with people. Gun fire is heard in this cut scene but only twice, after the 2 soldiers finish talking, this could perhaps show us they have been killed in which case means this game is definitely an action game.

The speech was made through voice acting with some editing to each of the voices. There would have been more than 1 voice actor and men speaking, as well as different pitch of voice for each of the characters. The shouting could have been edited although it isn’t likely; they may have just made the actors shout and really emphasis their role. The gunfire would have been made through either Foley artistry or perhaps field recordings of actual guns. I think it was Foley artistry because they don’t sound link many standard guns.

Narrative “Do you love the earth, son? Your mum? Your dad?” “General Mahad sir” More proof that the game is an action game, it is shown through soldiers“Serano do you read me?” two people are definitely trying to communicate during the beginning which tells us the soldier is looking for something.“Playback message 34” An AI voice can be hear which shows us that the game is definitely futuristic.“I’m moving on.” This is a sad part of this scene, there’s definitely a sense of loss and anger because of the character throwing papers everywhere too after this message.“Where is she?!” “Captain running out of time!” Sense of anger and loss.

The speech was made through voice acting with some editing to each of the voices. There would have been more than 1 voice actor and men speaking, as well as different pitch of voice for each of the characters. The shouting could have been edited although it isn’t likely; they may have just made the actors shout and really emphasis their role.

Page 3: Task 2 analysis dead space 3

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer Games

Emotionally upset about something that has happened to his friend.